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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9d2cf424-f…

cf_models

One-paragraph description of what this module provides and who consumes it.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

[name]

One-paragraph description of what this module provides and who consumes it.

Exports

  • M.exampleFn(arg) -> result — what it does and when to call it.
  • M.exampleValue: type — what value it carries.

Usage

local M = require("@<youridentity>::modules.[name]")
M.exampleFn("foo")

Notes

  • Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Every piece of geometry in COINFALL, lathed from `cf_geo` against the `cf_atlas` sheets. Units are metres, +Y is up, and every model faces +Z -- the side the player walks up to. Flat surfaces are always subdivided. Lighting and fog are per-vertex here, so a wall drawn as one quad would take its whole shade from four corners; the subdivision is what lets the sodium lamps pool and the fog wall bite.

uv(cell: ?) → void

argtypedescription
cell?

saveGlow(builder: ?, name: string) → void

argtypedescription
builder?
namestring

cabinet(name: string, opts: ?) → void

The hall is full of these: powered down, screen black, marquee dark. Six of them wake up over a run.

argtypedescription
namestring
opts?

pusherShell(name: string, opts: ?) → void

argtypedescription
namestring
opts?

pusherDeck(name: string) → void

The fixed deck: the surface the shoved pile crosses, its pay edge, and the rails that stop coins escaping sideways.

argtypedescription
namestring

pusherShelf(name: string) → void

The reciprocating shelf and the blade that rides on it.

argtypedescription
namestring

pusherArm(name: string) → void

argtypedescription
namestring

coin(name: string) → void

A fat arcade token, not a penny. At 3cm across a coin lands on about ten screen pixels once the tube has resolved the frame, and a pile of them is a texture rather than a pile of coins -- you cannot see the one you dropped, or which ones are near the edge. Big chunky tokens are what reads.

argtypedescription
namestring

relicToken(name: string) → void

argtypedescription
namestring

tooth(name: string) → void

The things that ride the shelf once corruption takes hold.

argtypedescription
namestring

eyeball(name: string) → void

argtypedescription
namestring

hallBay(name: string, opts: ?) → void

argtypedescription
namestring
opts?

endCap(name: string) → void

A blank wall that caps each end of the hall. Without it the corridor is open geometry at both ends: the depth buffer is never written there, so the player looks straight through the fog at the cleared framebuffer -- a flat bright rectangle floating at the end of the arcade.

argtypedescription
namestring

chainedDoors(name: string) → void

The chained doors the run is trying to open.

argtypedescription
namestring

changeBooth(name: string) → void

The change booth: where a cleared run cashes out.

argtypedescription
namestring

specs( ) → void

Lathe every model and return the geometry specs, in build order, for the caller to mint. Each spec is `{ name, geometry, tris }`. The module never creates an asset itself -- minting is an authoring operation and lives in the `coinfall` toolbox.

note(name: ?, _ref: ?, tris: ?) → void

argtypedescription
name?
_ref?
tris?

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

15+items
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module · born here
❒asset
# cf_pusher <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
▣
module · born here
❒asset
# [name] One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.[name]") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# [name] One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.[name]") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
backing path · cf_models.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
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⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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